Prerequisite Required
Like all +4 weapons, the DM adds +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the ultra keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 18, 19, or 20. This weapon is not subject to further effect from a keen edge spell.
non-magical weapon
Requires a 24 Strength or higher to use. When a token requires a minimum stat to use, the stat in question must be raised by permanent means. I.e., if you want to use a token that has a stat prerequisite, you must equip other tokens which raise that stat for the entire adventure. Temporary effects (e.g., potions) which last only a single room or round cannot be used to meet the minimum stat requirement.
This makes the effects of some Rare Potions permanent, see below for details. The potion token must be turned in to the Coach before the game begins.
Adds +2 to all saving throws. This saving throw bonus is always in effect.
Once per game, the wearer may negate either one Melee attack or one Missile attack (a physical Ranged attack, not a spell or wholly magical effect) that targeted the owner. Pudnort cannot absorb both a Melee and a Missile attack in the same game–it’s one or the other, not both. The owner chooses when/if they want to invoke this attack-negation power.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This hammer is permanently imbued with the smiting effect. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting.









